Magic Using O.C.C.s
Magic is not a common everyday thing in Palladium's known world. What potential for magic use most people have is re-directed into their knack for certain skills. What one might call, being a "natural" at something, or "beginners luck" may actually be a subtle form of magic use. For many in the known world, that's the extent of their use of and contact with magic. I rather like this in-game explanation of "magic".
For a few, however, their potential for magic is recognized at an early age and is encouraged and shaped so that the person becomes a user of magic. A Wizard is the O.C.C. spellcaster most similar to White Box Magic User. The Wizard learns spells and can cast a number of known spells per day. The Wizard never forgets a spell once learned and even a first level Wizard can cast higher level spells if he/she is lucky enough to have learned one. In the original Palladium RPG the only limit is the maximum number of spells per day, which increases with level. The effectiveness of many spells is based on the caster's level, however. Some spells entitle the target to a saving throw, which is usually a 12 or better on a d20. In later editions of the game power points (Psychic Potential Energy or P.P.E.) is used to power spells and the number of spells a Wizard can cast is determined by expending spell power points.
The Wizard is not the only magic using class in The Palladium RPG. The core rules include "magic users" of the following O.C.C.s, the Warlock, the Witch, the Diabolist, the Summoner, the Mind Mage and the Alchemist. In addition there are four types of clergy using divine "magic", the Priest/Priestess, the Druid, the Shaman and the Healer. All use spells in a similar manner, but several specialize in rituals, circles, mystic symbols, wards, psionic powers or receive spell abilities through their gods from worship of the divine.
The Wizard is guild taught and supported, unless the player chooses to "go rogue" - perhaps leading to some interesting role-play encounters. The Wizard O.C.C. is the most suited "magic user" for adventure in the sense of dungeon delves and combat magic, but the other magic using O.C.C.s add considerably to the role-play aspects of the Palladium world. PC balance is not really something The Palladium RPG, or a lot of Old School games for that matter, seem to worry about, although each O.C.C. does have its own experience table for leveling-up suggesting some attention to class power differences is acknowledged.
The Diabolist is an interesting O.C.C. who is able to use a combination of wards, power words, symbols, circles and knowledge of history, languages, tombs and mysteries to aid the adventuring party by setting magic alarms and traps, deciphering maps, symbols, texts and mysteries. The Diabolist is a sort of specialized scholar, with the expected minimal combat abilities, but superior at investigation. The sort of support character that can be quite fun to play despite apparent weaknesses.
So for me the magic of The Palladium RPG is found in many places. The rules are a collection of ideas, some of which seem quite inspired to me, which can be frustrating until a mindset of "use what you want" is adopted. At that point, the "magic" kicks in for me and I see the possibilities presented here. The more unusual O.C.C.s that offer a unique angle on role-playing is one area where I think the brilliance shines through. The known world with its many adventure hooks in addition to written out adventures comes across as a magical place, home to endless adventure and entertainment. It is a world that has stayed fresh for me over three decades. I am a great believer in borrowing good ideas from a number of sources and The Palladium RPG books continue to be the source of many good ideas and inspirations even after many years of use.
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